game-engine

Cross-platform 3D game engine for hobbyist developers? [closed]

心已入冬 提交于 2019-12-03 21:29:34
I'm trying to find an engine to make a very simple 3D game for Windows, Android, and iOS. There are a number of such things out there (Unity, ShiVa, SIO2, etc), but they all seem to be targeted at development companies with a budget. Accordingly, they are all very expensive from the perspective of an individual hobbyist developer. They also have a great many features that I have no need of. I'm wondering if there's a much more basic product out there that's in the sub-$100 range and doesn't require a subscription. I really only need primitive shapes, simple textures, and basic lighting. So I

How online-game clients are able to exchange data through internet so fast?

眉间皱痕 提交于 2019-12-03 15:54:25
问题 Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet . On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with

How to make HTML5 games like Google Doodle's Doctor Who?

青春壹個敷衍的年華 提交于 2019-12-03 12:52:48
问题 I searched over the codes on the front page of Google Doodle which plays Doctor Who HTML5 game. I wonder what game engine (if necessary) does Google team use? 回答1: The best technical article I found referring to Google Doodles is this one: Case Study: Building the Stanisław Lem Google doodle This was written by Marcin Wichary, a Sr User Experience Designer at Google who contributed to a some Google Doodles Pac-Man, Jules Verne, World’s Fair As for the article it seems that every doodle will

What is the difference between “Game”, “Screen” and “ApplicationAdapter” in libgdx?

拈花ヽ惹草 提交于 2019-12-03 12:46:09
In tutorials sometimes people use "extends Game", sometimes "implements Screen" and i have auto-generated "extends ApplicationAdapter". What is the difference between them? ApplicationAdapter allows you to create a listener, but not being forced to implement every method. If you're familiar with Swing, check out KeyAdapter , it's the same idea. An ApplicationListener allows you to handle application events. This allows you to execute code during certain events within the application life-cycle (such as destroy). An ApplicationListener is called when the Application is created, resumed,

Game Networking Projectiles Implementation/Concept Issue [closed]

自作多情 提交于 2019-12-03 12:37:09
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 7 years ago . I am trying to come to some sort of solution to a common problem with synching projectile firing and game networking in general, but am unsure on what would be the best fit. This is a 2D action side-scroller with several projectiles (no instant hit weapons) and already has much of the framework in place (C# XNA

libgdx coordinate system differences between rendering and touch input

天涯浪子 提交于 2019-12-03 12:12:50
问题 I have a screen (BaseScreen implements the Screen interface) that renders a PNG image. On click of the screen, it moves the character to the position touched (for testing purposes). public class DrawingSpriteScreen extends BaseScreen { private Texture _sourceTexture = null; float x = 0, y = 0; @Override public void create() { _sourceTexture = new Texture(Gdx.files.internal("data/character.png")); } . . } During rendering of the screen, if the user touched the screen, I grab the coordinates of

Working with the coordinate system and game screen in Unity 2d?

时间秒杀一切 提交于 2019-12-03 11:52:40
问题 So I've developed games in other platforms where the x/y coordinate system made sense to me. The top left representing the game screen with coordinates of (0,0) and the bottom right was (width,height). Now I'm trying to make the jump to Unity 2d and I can't understand how the game screen works. If I had a background object and a character object on the screen, when I move the character around his x and y values vary between -3 and 3... very small coordinates and it doesn't match the game

3D Engine for Driving Simulation [closed]

二次信任 提交于 2019-12-03 07:45:26
Closed. This question is off-topic. It is not currently accepting answers. Learn more . Want to improve this question? Update the question so it's on-topic for Stack Overflow. Is there any open-source 3D graphics and physics engine specialized in driving simulation? Something like a configurable game engine targeted at games that involve driving, or something more specialized to urban traffic conditions and that would implement scriptable traffic rules. Also, car motor parts and dashboard presentation would be a plus. Something with pre-made 3D car models that I can use for scenes. Try TORCS ,

Remove Actors from Stage?

杀马特。学长 韩版系。学妹 提交于 2019-12-03 06:08:17
I use LibGDX and move only the camera in my game. Yesterday I founded a way to draw the ground in my game. I'm trying to make a clone of Flappy Bird, but I have problems with drawing the ground which is moving on the screen. In every render call I add a new Actor to the Stage , but after a few times the drawing is no more flowing. The frames per second sink very fast. Is there another way to draw ground in games? If I'm reading correctly, you're problem is that once actors go off the screen, they are still being processed and causing lag, and you want them to be removed. If that's the case,

Java Game Engines [closed]

被刻印的时光 ゝ 提交于 2019-12-03 05:52:54
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 2 years ago . I have been looking into game development recently and my first programming language is Java. After playing many stunning games developed in c++ I wondered why Java is not heavily used in the games industry. I looked at jMonkeyEngine 3 and a few other game engine environments but